Shader "XC/WarFogStatic"
{
    Properties
    {
        _MainTex("Texture", 2D) = "white" {}
    }
    SubShader
    {
         Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" }

        LOD 100

        Pass
        {
            Name "Forward"
			Tags { "LightMode"="UniversalForward" }

			Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
            ZWrite Off
            ZTest LEqual
//            Offset 0 , 0
            ColorMask RGBA
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                UNITY_FOG_COORDS(1)
                float4 vertex : SV_POSITION;
            };
             
           Texture2D _MainTex;
           SamplerState my_linear_clamp_sampler;
            float4 _MainTex_ST;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                // sample the texture
                fixed4 col = _MainTex.Sample(my_linear_clamp_sampler, i.uv);
                return col.b;
            }
            ENDCG
        }
    }
}
